rmcoen's page

Goblin Squad Member. Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Cantriped wrote:
rmcoen wrote:
"Firearms are Rare because you have to use jeweler's rouge, available only in infrequent shipments from the Traveling City of Zelazamber... and they work like shortbows."

You got a chuckle out of me for the Amber reference.

I am considering using the mechanics for repeating crossbows as a proxy for double-action pinlock firearms; but make them Uncommon (unless you were raised in the Mana Wastes or something flavorful like that). They'll likely have similar enough traits to genre emulation purposes.

A good example of an Uncommon spell would be a fire-spell with the area mechanics of Lightning Bolt instead of Fireball or vice versa with an uncommon electrical-spell.
Rare spells will likely be unusual for their Tradition, such as an Occult sonic-spell with the area mechanics and damage of Fireball (except dealt sonic damage of course).

Okay, now this I think got the point across better for me. If fireball isn't on the Occult list, but there is a Rare Runelords occult spell that is very similar, I see value.

That's actually the opposite of Darkorin's reply/basis - "coolness" from being unique, or having different options. I get that point-of-view, too, but that to me is "game balance". "pound of feathers vs. pound of bricks" argument - at the end of the day, it's still a pound, even if you use them differently. so why should the pound of feathers be Uncommon (or Rare)?

Anyway, thank you both for the considered replies!


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Late to this conversation, but here's my two coppers:

For myself (as a player) and many of my players, what's the point of "Rare" if it doesn't equal "More Powerful"?

Not to be a powergaming min/maxer (which, sadly, I am), but let's be real. Magic missile with white bolts (Common) vs. Thessalonian Rune Missile [magic missile with purple bolts] (Rare)... who cares? Now, if it were Thessalonian Wrath Missile [magic missile with purplish red bolts that screams hideously as it streaks toward its target, causing a Will save or be Shaken], that might be worth pursuing. More powerful than the Common variant, and worth the hassle (or glory) of the Rare tag.

Jixtilian Stone Golems that perform like Common Stone Golems, meh. Oh, did I mention that Jixtilian Stone Golems are crafted from stormstone, from the cross-planar mines of the Elemental Chaos [I know, I crossed games], so they have an Aura of "10 lightning damage if you start your turn within 10 feet"? Okay, that might be worth questing for the lost "Jixtilian Stone Golems for Dummies" book.

Unless you're playing a Samurai in King Arthur's Court, if the katana = "longsword + Uncommon tag", no one will ask for a katana. Or keep it, when found in the treasure horde of the Lost Silk Convoy of Marc O'polo.

So, then, what use are the tags? If, on the other hand, power is locked behind the tags (i.e. "Katana" = "longsword with +1 to hit"), then I see some use to me as a GM, and some use to the players for understanding limits on what they are asking.

"Firearms are Rare because you have to use jeweler's rouge, available only in infrequent shipments from the Traveling City of Zelazamber... and they work like shortbows." Who cares? "Did I mention, shortbows that strike Touch AC (i.e. totally armor piercing)?" Awesome, where is the Traveling City showing up next?

So... this set of rules, according to the stated intent, is unnecessary.


Bug Report - Calculation on Consumption
My fledgling kingdom has 14 consumption from Size, plus 7 from cities, minus 22 from terrain improvements (farms and fisheries). My Edicts are Isolationist (-1 BP), Light Taxes (0 BP), Annual Holidays (1 BP), and Peaceful Recruitment (0 BP).

Here's the bug: The cell under Consumption for Edicts says "0+-1+1", and the Totals cell shows "-1+0+-1+1". I'm guessing Edicts should show 0, and Consumption Total should show -1 (21 from cities and hexes, -22 for farms). Basically, the "=" is missing from the formula(s)?


rmcoen wrote:
Thanks Chemlak. Which download link is the best to use? the original post on Page 1, or is there a more current link?

Nvm, I found the link on the previous page, and am now looking at version 5.7a.


Thanks Chemlak. Which download link is the best to use? the original post on Page 1, or is there a more current link?


Of course I can't object to family time!! :-)

I was just wondering if the updates to the spreadsheet you had been discussing had been made? And... a tutorial? I tried flipping through it from the link, and I got hopelessly lost!

This probably isn't the right thread for it, but I'd take any advice or recommendations, too, on how to run my idea. For example, what's a good way to go about absorbing other citystates into the kingdoms? they aren't exactly 1 settlement "Free Cities" like a read about in the rules. Or placing monster dens and wandering monster armies?


Aaaaaannnnndddd.... No updates in a month?

Just got UCam, and read the kingdom building rules. Want to try using them - in the background - in a 4e game where one character's Epic Destiny is "God Emperor". They have diplomatic or direct control of 2 existing city states; 8 others exist, but the rest of the continent is monster-infested wilderness and ruins. To achieve Emperor status, the PC must expand his control to 75% of the continent.

I planned him and his viceroy to start with the two city states (7-hex microkingdoms, basically a city and surrounding farms), and I'm looking for help organizing and running. And three times, threads have pointed back to this one for spreadsheet help!

Goblin Squad Member

duphenix wrote:

Hello,

I thought I'd have tons of time to play this game, but that has not occurred.

I contributed to the kickstarter when it was active and have the following extras:

Reward Quantity
New Player Pack 2
Destinys Twin 1
Daily Deals 1
Early Enrollment 1
Memorial of Honor 1
Alliance Pack 1
Adventurer Reward Tier 1
Class Pack 1
Head Start 1
Shield Mate 1
1 Month game time 7
Character Name Reservation 1
Twice-Marked of Pharasma 2

In all I contributed $250 to the kickstarter. I'd like to get $200 for the account (two accounts if you include the invite you'll get to use.) It includes 7 months game time (I don't remember if that's for the 7 main account or 4 months for the main and 3 for the invite account). I pledged after the kickstarter had been going for maybe two weeks, so you'll get a lot of the daily deals, but not all of them (kickstarter says I pledged on December 31st).

If you have any questions, let me know.

Thanks,

duphenix

Anyone else interested? I'm selling my account too. I'm just not interested in this type of game. I also have the Destiny's Twin perks. I only backed for $110, but I made sure to activate the account in January so both characters have the maximum experience possible! Please contact me at rmcoen@gmail.com if you're interested!

Goblin Squad Member

I could be convinced to sell mine. PFO isn't looking like the kind of game I like.

Goblin Squad Member

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Agreed, too much is available for the new player to purchase. I pretty much spent all the EE XP to buy, well, *every* skill available at every trainer. I thought "This'll help me figure out how I actually want to play!" Nope. Couldn't even figure out which "active feats" could be used as main attacks, and which as secondary -- no highlighting or other indicators.

Yes, it's early, but when a veteran MMO and D&D/PFRPG player cna't quite figure out how to attack, perhaps a little more effort might be spent?